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View Full Version : FG VTT not correctly detecting effects on the player when using [MOD] function.



MrDDT
August 26th, 2025, 04:49
FG not correctly applying the right mod bonus to effects when using an effect that adjusts a stat mod.

Example of this.
Creature 1 has effect "CHA: 10" which gives +10 to CHA stat. Which is a +5 mod bonus.
From Creature 2 applying an effect to Creature 2; SAVE: [CHA], it's not correctly detecting the +10 to CHA stat which should give that other creature +5 to saves (plus any other CHA mod bonus it already had). It's only giving the base CHA mod bonus.

johnecc
August 26th, 2025, 05:15
That would be because the CHA +10 is added as an Effect rather to Han actually adjusting the CHA value.
When applying the SAVE: [CHA] effect it only reads the actual value, doubt there is a way around that.

MrDDT
August 26th, 2025, 05:45
That would be because the CHA +10 is added as an Effect rather to Han actually adjusting the CHA value.
When applying the SAVE: [CHA] effect it only reads the actual value, doubt there is a way around that.

I know, which means it's correctly added the mod bonus. If a creature has an effect on them adjusting the stat, then FG should be detecting that.

LordEntrails
August 26th, 2025, 06:09
I assume this is for D&D 5E? Different rulesets will behave differently, as well will have different intended capabilities.

Moon Wizard
August 27th, 2025, 22:50
Just pushed an update that should begin adding effect modifiers to PC effect tag evaluation for the D20 rulesets we support directly. Any other rulesets will need to be updated individually by their developers.

Regards,
JPG

MrDDT
August 28th, 2025, 01:35
Just pushed an update that should begin adding effect modifiers to PC effect tag evaluation for the D20 rulesets we support directly. Any other rulesets will need to be updated individually by their developers.

Regards,
JPG


Thank you, working as expected.